SimpleSpine – 1-link connector providing the simplest representation of a humanoid biped spine. Used for very simple (but fast) game characters.

Template – Templates are used to skin (or draw bones) for segmented characters. Refer to SimpleSkinTest for examples.

When developing physics and character based animation rigging can help to really speed things along in 3d and here in this case in 2d flash. This allows the developer/animator more freedom to work on the animation and not about redrawing. It also helps to create characters that can be animated from the beginning rather than an afterthought which usually leads to less troublesome issues.

The AS3 rigging classes are used for skelton rigging and skinning of 2D characters. The rigging class library is organized around the development of highly specific articulated rigs. The current focus is on humaniod bipedal characters. In a 3D animation package or game engine, a bone hierarchy would normally be represented as a tree structure. In this class library, bones and chains are organized in a structure that is easier to deconstruct and understand by OOP programmers. This structure has some performance advantages, particularly when propagating FK in a 2D rig.

The only drawback to this kit is it is not fully open source and commercial use must be approved.

The Singularity AS3 parametric curve library requires the Flash 9 player and a development environment supporting Actionscript 3. All demonstration programs were created with FlexBuilder 2. The AS 3 character rigging classes are copyrighted and licensed for personal, experimental usage. Please contact me to obtain authorization for commercial use. The download includes the entire Singularity package (which includes the parametric curve library).

2 Responses to “AS3 Character Rigging Classes from the Algorithmist”

if __drawType is custom and INTERPOLATE is true mouse roll over function is not working. the __redrawCustom method in Bone class doesn’t consider the INTERPOLATE factor.
Using a __spline.drawFilled(LINE_COLOR, _c), where _c is the color to be passed from __redraw this can be solved.